# Shop Packet Plan A living plan for turning the BOM into a **shop-packet generator**. Adjust as we go. **Status:** Phases 0–4 implemented (cutplan.py model; multi-strategy auto-layout; deterministic instructions + AI polish; rule-based jig suggestions; constrained drag-edit layout). Logic is unit-tested; the drag/print GUI needs a real display to verify interactively. Review fixes applied: one active CutPlan rendered by every tab; unplaced parts surfaced in Shopping; process-stable shuffle (hashlib); kerf-gap validation; drop stock-type compatibility; waste/score recompute after manual edits; rotation legality (settings/grain); position-aware jig grouping. **Phase 1 now complete:** bounded branch-and-bound exact lumber packing (`_min_bins`/`_pack_lumber_exact`, ≤12 pieces, FFD-seeded with a count bound), guillotine free-rectangle plywood packing (`_pack_plywood_guillotine`, best-area-fit + rotation), a real "Best of 100" control in the Cut Layout tab, and richer scoring that prefers more & longer reusable offcuts (`reusable_in` tie-break). Lock-aware re-optimization also landed (locked pieces preserved through "Find better layout"/"Best of N"). Remaining follow-ups: grain-direction in auto-layout, on-hand offcut inventory, opt-in jig material in the BOM. ## Guiding principle The **math layer is deterministic and inspectable**; AI is used **only for narrative** (instruction wording, jig explanations). Cut lengths, kerf, counts, layouts, jig dimensions, validation, and warnings all come from code — the AI never invents a number. UI language: say **"Optimize" / "Find better layout"**, never "optimal" (woodworking wants explainable good layouts, not slow provably-perfect ones). ## Data flow ``` Scene → CutItems → StockInventory → CutPlan → ShopPacket(view) ``` ## The keystone: `CutPlan` (cutplan.py) Dataclasses, JSON-friendly, **stable IDs everywhere** (`CutItem.id`, `StockPiece.id`, `Placement.id`) — never rely on list position. Serializable from day one (`to_dict`/`from_dict`) so we can save manual layouts, compare strategies, export, debug. - `ShopSettings` — kerf, stick/sheet sizes, offcut-usable thresholds, plywood rotation allowed, grain direction (future), tolerances (mortise/tenon clearance, sanding allowance, reveal). Defaults present from day one even before they're in the UI. - `CutItem` — a required piece (part id, stock, length, width, is_sheet, note e.g. "incl. tenon"). - `StockPiece` — a physical stick/sheet with its `placements` and `waste` regions. - `Placement` — a cut item on a stock piece: position (x[,y]), rotated?, locked?. - `WasteRegion` — leftover, with a `reusable` flag (≥ threshold). - `CutPlan` — settings, items, stock_pieces, unplaced, strategy, **score**, warnings. - `score = {stock_count, waste_area, reusable_offcuts, warnings, strategy_name}` — detailed, so the UI can explain *why* one layout beats another. - `build_cut_plan(scene, settings=None, strategy="decreasing") -> CutPlan`. - `validate_cut_plan(plan) -> [problems]` — no piece outside stock, no overlaps, kerf respected, every item placed-or-warned, stock dims respected, rotations legal. `ShopPacket` stays thin (a view/composition over cut rows + shopping rows + cut plan + warnings) until `CutPlan` is solid. ## Phases (commit after each) **Phase 0 — CutPlan + ShopSettings (keystone).** New `cutplan.py` with the model + `build_cut_plan` + `validate_cut_plan`. Port the current FFD (lumber) / shelf (plywood) packers behind it. **Keep old APIs** (`layout.nest_lumber/ nest_plywood/stock_counts/waste_summary`, `cutlist.shopping/waste_summary`) as thin wrappers over `build_cut_plan` so existing tests/UI keep working. BOM window renders from `CutPlan`. Tests: lumber, plywood, kerf, tenon extra length, unplaced/oversize warnings, JSON roundtrip. **Phase 1 — smart auto-layout.** Strategies behind the buttons: FFD, BFD, bounded exact (small jobs, capped), random restarts / best-of-N for big jobs; objective "minimize stock, then maximize useful offcuts (bonus for common 12/24/36″)". Plywood: per-panel rotation; shelf/guillotine/maxrects; score by sheet count, waste area, reusable-offcut size. Buttons: **Optimize · Try Alternative · Best of N**; surface warnings. **Phase 2 — structured instructions.** Deterministic ordered steps from CutPlan + scene (buy → cut per plan → mark joinery → repeated cuts/jigs → cut/drill features → dry-fit → assemble → finish); **then** AI polishes wording (numbers stay from code). Instructions tab. **Phase 3 — jig suggestions (rule-based → AI explanation).** Detect patterns (identical crosscuts, repeated end-offsets, repeated mortises/holes, mirrored L/R, repeated angles, repeated panel widths) → candidates with **computed dims** (stop block, spacer, drill template, story stick, mortise template, angle sled). AI explains build/use. Jigs are **shop aids** kept separate from project parts — optional, opt-in before any jig material enters the BOM. Jigs tab. **Phase 4 — constrained manual layout editing.** Drag in the layout view as a *constrained planner*: snap to stock edges / kerf / neighbors; invalid = red; move pieces between sticks/sheets; rotate plywood (if grain allows); **lock** a piece so re-optimization works around it; live "valid / invalid / saves a stick / wastes more" feedback. Builds on `CutPlan.locked` + `validate_cut_plan`. ## Deterministic vs AI | Code (deterministic) | AI (narrative only) | |---|---| | lengths, kerf, counts, layouts, scores, jig dims, validation, warnings | instruction wording, jig build/use explanations, summaries |